Chrono-Reactive Matrix. The Chrono-Keeper adds its Wisdom modifier to its AC against opportunity attacks and reactions.
Temporal Anchor. While at least one Chrono-Keeper remains active, any teleportation or time-based effects (e.g., Time Stop, Misty Step) used within 60 feet fail unless the caster succeeds on a DC 17 spellcasting ability check.
Reinforcement Protocol. Upon being reduced to 0 hit points, the Chrono-Keeper triggers a spatial echo that summons two reinforced versions at the start of the next round, unless the Spiral Core has been stabilized.
Multiattack. The Chrono-Keeper makes two melee attacks.
Chrono-Blade (Melee Weapon Attack): +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 5 (1d10) force damage. The target must succeed on a DC 16 Wisdom saving throw or lose its reaction until the start of its next turn.
Chrono-Anchor (Recharge 5–6): The Chrono-Keeper slams its gauntlet into the ground, creating a 15-foot-radius field of temporal instability. All creatures in the area must succeed on a DC 17 Constitution saving throw or have their speed halved and suffer disadvantage on Dexterity checks and saving throws until the end of their next turn.
Phase Step. The Chrono-Keeper teleports up to 15 feet to an unoccupied space it can see
Description
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